﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using ERF;
using ERF.Menu;


namespace FirstPerson.States
{
    public class LobbyState: State
    {
        /// <summary>
        /// Singleton instance
        /// </summary>
        private static LobbyState instance;

        /// <summary>
        /// Get an instance of this state.
        /// </summary>
        /// <param name="machine">the state machine that this state should belong to.</param>
        /// <returns></returns>
        public static LobbyState GetInstance(StateMachine machine)
        {
            if (instance == null)
                instance = new LobbyState(machine);

            return instance;
        }

        /// <summary>
        /// Creates a new instance of State.
        /// </summary>
        /// <param name="machine">The machien that the state belongs to.</param>
        public LobbyState(StateMachine machine)
            : base(machine)
        {
            this.machine.CurrentGame.Window.Title = "Battlesquadron project, lobbying";
        }

        /// <summary>
        /// This method will be called when the state is marked as not initialized. Write the code that makes the state ready
        /// here.
        /// </summary>
        public override void Initialize()
        {
        }
        /// <summary>
        /// This method is called each time the loop goes through.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {

        }

        

    }
}
